[HN Gopher] Looking Glass starts shipping its 8K holographic dis... ___________________________________________________________________ Looking Glass starts shipping its 8K holographic display Author : prostoalex Score : 176 points Date : 2020-05-26 16:05 UTC (6 hours ago) (HTM) web link (techcrunch.com) (TXT) w3m dump (techcrunch.com) | ebg13 wrote: | The thing that strikes me the most is how absolutely terrible | they are at showing off their product. Their whole promo video is | extreme closeups on 3D renderings that look no different than | what my cellphone can do because it's just a boring video of | boring renderings and I'm watching it on my boring cellphone. | It's like they're trying to show the grand canyon by filling the | frame with a small bit of rock. | | This shitty gif from techcrunch is infinitely more impactful in | every conceivable way despite being a shit quality gif. | https://techcrunch.com/wp-content/uploads/2018/08/Aug-22-201... | | Looking Glass people, if you're reading this, you need to zoom | way the fuck out, turn the lights on, and quit with the artsy | bullshit fading to black every few seconds because it looks like | you're hiding something. You cannot show pictures. You need to | show the experience. | macromaniac wrote: | Specifically they need to pan the camera around since you cant | show off the stereoscopic effect on a regular screen. Heres my | favorite demo: https://youtu.be/E8pZlI2WM_Q | Grimm1 wrote: | Thank you, I thought I was missing something when looking at it | but I was like looks the same to me. | fxtentacle wrote: | I believe they are shy to show it in high-quality video because | the effective resolution is <900px. See my comment below for | the math. | | Even in that TechCrunch gif, I believe I can already see pixel | borders on the specular shading of the top part of the h. | | For an even clearer example, see the frog in full-screen at | 3:31 here: https://youtu.be/-EA2FQXs4dw?t=211 | robocat wrote: | (Edited) The frog was on the low-res developer device. | | The much larger "8k" version introduced half way through | https://www.youtube.com/watch?v=-EA2FQXs4dw has some good | tech detail, with the raw pixel mapping shown at 6:30. Calcs | seem about right since raw pixel count was stated as 43 | million, although it was implied elsewhere they split RGB sub | pixels too (which sounds wrong I admit), so maybe 43 million | divided by 15? Our eyes are more sensitive to luminance than | colour, so maybe they did something there (however, not that | I could see from the raw pixel mapping at 6:30). | ebg13 wrote: | I don't think the video quality or display quality is the | problem though. The 8k screen itself looks plenty high | quality in the Linus video bouncing around this thread. The | problem is that their promo material entirely eliminates any | sense of the _one_ thing that they bring to the table that | makes them special. | | They need to throw up a _static_ 3D image that the viewer can | easily understand and then move the camera. That's it. That's | all they had to do, because literally the one thing that | makes this screen special is showing different viewing | angles, and they failed wildly. | wlesieutre wrote: | What really kills me is that they clearly shot the screen on a | turntable (0:30) which would be the perfect time to show the | on-screen image rotating, but no. Black screen. | | Too hard to connect the cables for that shot? Didn't bring a | computer to the photo studio? | | Another option: short animated loop to create depth from | parallax. But the key thing is it needs to show the monitor as | a whole along with the image on screen, all moving together. | https://imgur.com/eh5u6Gu | xbmcuser wrote: | I think this linus tech tips video shows it better | https://www.youtube.com/watch?v=-EA2FQXs4dw | dugditches wrote: | Interesting to see the 'modified' image before it's put on | the display(https://youtu.be/-EA2FQXs4dw?t=375) | | Seems similar to how pixel art worked, and tricks artists | used to get a better image with CRTs. https://66.media.tumblr | .com/8d2cf7adae94fde97d1a8c9cf78a46a2... | HellDunkel wrote: | So true, but i kind of like the unterstatement of it. | 2bitencryption wrote: | Remember the reveal of the Nintendo 3DS? | | They _did not_ allow press to take images of the device when | the display was on. | | They knew images couldn't capture the 3D so they did what this | company is doing and used a bunch of vague renderings to try to | express how the thing worked. | | Since it's probably the same underlying parallax tech powering | both, I'd guess the reasonings are the same. | ebg13 wrote: | That's a bad reason, and they executed poorly. The techcrunch | gif I linked _kills_ the demo (in the good way) in a second. | Random schmoe cellphone took their marketing department to | school without an ounce of preparation. | comex wrote: | Yeah. The 3DS only supports one viewing angle, holding it | straight parallel to your face. At that angle, you see 3D; | at any other angle, you see distortions. So indeed, _the | 3DS_ very hard to demonstrate in a photo or video. But | Looking Glass supports multiple angles, which makes the gif | you mentioned possible and is also what makes it unique as | a product! | nimazeighami wrote: | > Since it's probably the same underlying parallax tech | powering both, I'd guess the reasonings are the same. | | It's not. Looking Glass is an advanced version of lenticular | optics, which is 100+ year old technology, except used to | create a multiscopic display(many views). | | Nintendo 3DS is newer technology, known as parallax barrier. | However, 3DS is only two views, which is pretty much only | useful for a single viewer. | virtue3 wrote: | It's not really the same tech. More like a super sandwitch of | 43 perspective layers. the 3DS uses parallax effect, which | requires your head to be in a set location for it to work (I | believe?) versus this monitor that actually works via you | looking around at it from different perspectives (43 is the | number I kept hearing) | gelstudios wrote: | Yes 3DS has a few fixed / discrete viewing positions from | which the stereoscopic effect will "work". | | The later "New 3DS" introduced a face tracker that made the | effect work continuously across most of the LCD's viewing | angle for a single viewer. | | Curious why they didnt go for a similar setup here? Though | the looking glass display allows for multiple viewers. | fxtentacle wrote: | FYI, the 8K is their Input Resolution. | | That resolution is then divided into the 45 viewing directions: | https://docs.lookingglassfactory.com/Appendix/how-it-works/ | | We need to divide 7680x4320 by the 9x5 grid. | | Thus, the effective resolution is only 864x853 scaled in width to | make each pixel about 1.75x wider than tall. | | At that resolution, it might be difficult to read normal-sized | text. | Retric wrote: | Yea, it's really not designed for 3D movies or replacement of a | normal monitor. It's great for viewing or editing individual | models that seem to fit inside the display which while a niche | is a fairly wide one. | | Also, "only 864x853 ... it might be difficult to read normal- | sized text." That makes me feel really old, I spent a long time | coding on 640x480 in 16 colors | bane wrote: | I saw an earlier prototype at a Demosplash at CMU. It was | _really_ incredibly cool in certain instances. 3D objects really | looked like they were "in" the volume of the display and moving | my body or head from side-to-side was pretty flawless. | | That being said, it also had limitations. 3D effects that | extended beyond the display (like a tunnel, or some larger | effect) lost that depth to me, and there's no up-down 3D, only | side-to-side. The one I saw was also not as high-resolution as | you might think, the effective resolution was the | resolution/elements where each element was a particular angle the | display was to be viewed from and the computer had to render the | display from each angle simultaneously. The prototype I saw had | the effect of looking a bit like 3d objects underwater. | | Still, it was the closest thing I've seen to a volumetric display | outside of a lab, and in the cases where it _really_ worked | (things inside the volume of the display) it was kind of jaw | dropping. | | _edit_ here 's the pouet page for the demo I saw | https://www.pouet.net/prod.php?which=78756 | | This video is from a handheld camera that moves around the | display that's helpful to understand how it works | https://www.youtube.com/watch?v=US7hzM0a21E&feature=youtu.be | etaioinshrdlu wrote: | So if you rotate your head 90 degrees the effect falls apart? | numpad0 wrote: | Looking Glass is just lenticular sheet glued to LCD, same | technology as cheap 3D postcards and stickers from the '90s | made of vertical grated plastic that you tilt left and right | and picture changes. Probably not even 3D. Acrylic block part | is just a gimmick as well. | | But reportedly they execute that principle super well, | gimmick part included, to the point it looks almost VR. | etaioinshrdlu wrote: | The interesting thing is that if the lenticular lens is | done with mini spheres instead of mini-cylinders, it should | be possible to create a more fully holographic effect, | given a sufficiently high-res base display. Basically a | light-field camera in reverse. | | (I am sure they have thought of this by now ...) | nicd wrote: | Fovi3D (http://www.fovi3d.com/) makes this kind of light- | field display based on microlenses. | | One challenge here is the tradeoff between spatial and | angular resolution. If you're generating a 4x4 lightfield | starting with a 2160x1440 display, you only end up with | 640x360 superpixels. | | The company I work for (https://www.leiainc.com/) makes a | display that can switch between light field and 2D, so | you can have the best of both worlds. | VikingCoder wrote: | Yeah, that's not remotely accurate. | | 45 angles for each pixel: | | https://www.youtube.com/watch?v=-EA2FQXs4dw&t=4m18s | | That's far more complicated than a lenticular sheet glued | to LCD. | Miraste wrote: | Undoubtedly it's harder to build, but it is the same | technology. | VikingCoder wrote: | Here's an article which discusses it, and it appears to | explicitly not be lenticular. | | https://www.engineering.com/ARVR/ArticleID/17613/In- | Through-... | kaffeemitsahne wrote: | "There's a lot more to the evolution, enough for a book | on the subject, but if you had to create a list of what | kinds of technology and methodology went into the Looking | Glass (since they do not list it), it might look like | this:" | | Pure speculation. | kn0where wrote: | So, it's a much higher end Nintendo 3DS. | fenwick67 wrote: | Except there are 45 images instead of 2. | daniel_reetz wrote: | Which means 45 pixels under each lenslet. | nimazeighami wrote: | No actually. The Nintendo 3DS uses parallax barrier | technology, which is significantly newer technology than | 100+ year old lenticular tech which powers Looking Glass | and most 3D devices. That's why the Nintendo 3DS has such | good image separation and reduced ghosting compared to | cheap Chinese 3D phones and Rokit IO Pro 3D. | robocat wrote: | That's wrong: technically it is nothing like the vertical | grated sheet you see on cheap 3D posters etc. | | At 6 min 30 in https://www.youtube.com/watch?v=-EA2FQXs4dw | they show the pixel sub mapping - and it isn't just | vertical bars. | bane wrote: | It's more like panning. If you step left right, the parallax | effect persists, like walking around an object in a box on | table. But if you try to go up/down it appears to rotate with | you as the display doesn't have any fields vertically. | | It reminded me a lot of those "3d" pictures you can get that | have a bunch of vertical sections at slightly different | angles. They go back to maybe the 70s. There's a funny name | for them that I can't quite remember. | | My understanding is that the "box" that sits on top of the | display is purely cosmetic and helps sell the effect, and | that the backboard of the display provides everything. | objclxt wrote: | > There's a funny name for them that I can't quite | remember. | | It's lenticular printing - | https://en.m.wikipedia.org/wiki/Lenticular_printing | rowanG077 wrote: | Lenticular printing? | fangorn wrote: | Only one thing to say: shut up and take my money! | empath75 wrote: | My guess is we'll see these first used in advertising, a fancier | lenticular billboard. | ortusdux wrote: | I was thinking high end jewelry store window display. | wlesieutre wrote: | Could also be neat for museums to virtually show jewelry and | other small objects. Hard to justify the price for consumer | use, but for an exhibit with thousands of people passing | through you'd get more mileage. | | The benefits being that you can share the items across many | museums at once without exposing them to UV or theft risk, | and without taking the originals away from wherever they | belong. | Lichtso wrote: | I have seen the real holographic photographs [1] being used | in museums. Actually, they are getting cheaper and there | are some hologram kits you can buy to make your own at | home. Obviously not animated, but in principle it should be | possible to do a holographic movie with a chemical film as | well. | | https://en.wikipedia.org/wiki/Holography | jFriedensreich wrote: | I remember seeing glasses-free 3D displays from sharp many years | ago and thinking this would be everywhere within 2 years. The | technology was used in some asian novelty pre-smartphone handsets | and in one gameboy model but then disappeared. This was not light | field technology like the Looking glass, so only one angle and | one viewer could really enjoy it, but i assume the market will | behave pretty similar this time: After the novelty wore off, | nearly every single user i talked to preferred 2D displays if it | had even slightly increased display clarity, brightness and | resolution. Of course that insight sounds nearly trivial, but | what really surprised me was the extreme degree of this | preference: People were not even interested enough to make 3d | Monitors a second mainstream option next to super retina 2d | displays or whatever, but the whole market did not even come to | existence outside very small niches. In a completely different | context i was extremely surprised how many early "VR" experiences | did not even mention they were just in 2D with head-tracking and | no one except me seemed to find that odd or super annoying. It is | as if no one really cares for 3D. | peter303 wrote: | Thats why I will regret not attending an in-person SIGGRAPH in | person this year. You could see amazing demos of frontier | technology not yet commercialized. | | Ditto watching the NVDIA keynote recently. They were bragging | about how good their AI-driven 8K raytracing was. But I could not | see much before and after difference on my puny tablet screen. | imhoguy wrote: | That may be quite cool for demos and entertainment. But no way in | the office - eye strain after 8h day must be severe. I would | spend same money on 27" e-ink display once such is available. | craneabove wrote: | Oh techcrunch, 2 typos in the first sentence. | goldenkey wrote: | They really need an editor. It's even worse than the syntax | errors, saying something `felt more like a proof of concept | [...] was immediately an impressive concept` is amateur | wordsmithing. Better wording would be "Immediately, viewers | were left with a strong impression despite the display being a | proof of concept.` | | > When Looking Glass Factory showed /of/off/s its first | holographic display way back /on/in/s August 2018, it felt more | like a proof of concept than anything -- though it was | immediately an impressive concept | vsskanth wrote: | how well does it do with objects at infinity ? Trying to imagine | if this can be used for sim racing. | bestfromabove wrote: | commenting to get my first comment | ortusdux wrote: | Ever since I first saw one of these I have been wondering if it | would be possible to display as-shot light field camera images. | If it is, they should seriously think about collaborating with | Lytro. | lovecg wrote: | Yes! They have some examples here: | https://blog.lookingglassfactory.com/announcements/the-memor... | | The live stream of the bird cage is a very interesting | application. | bsanr wrote: | *Raytrix/Former Lytro employees who now work for Google | thorum wrote: | Holographic displays are one approach being studied for use in | VR/AR headsets. My understanding is that they may help solve the | vergence-accommodation conflict, which causes a lot of the motion | sickness, headaches, eye strain and other issues people have with | VR: | | https://xinreality.com/wiki/Vergence-Accommodation_Conflict | | Current headsets use two flat screen displays positioned a fixed | distance from your head showing two slightly different 2D images. | This tricks your brain into thinking you're seeing a 3D | environment with objects closer or further away than the displays | actually are, but some parts of your visual system are not fooled | - leading to a conflict where your eyes try to focus and adjust | to what you're seeing in two different ways at the same time. | | Holographs may be able to provide more depth cues to each eye, | helping to convince the visual system that the images are real. | WhatIsDukkha wrote: | You are making a bold and incorrect claim. | | """vergence-accommodation conflict, which causes a lot of the | motion sickness, headaches, eye strain and other issues people | have with VR""" | | This is untrue. It actually a pretty minor amount of the | issues. There are individuals that suffer from this | disproportionately but the estimates I've seen were in the low | single digits. | | The major issues are in the source to the link you posted - | | http://doc-ok.org/?p=1602 | | """Accommodation-vergence conflict is the one remaining aspect | of vision that is not simulated by current VR headsets. While | it is not as big a deal as simulator sickness induced by poor | tracking, high latency, or artificial locomotion, """ | | These are the major sources of vr discomfort which are | increasingly handled by the baseline vr specification being | increasingly in the reach of more and more hardware systems. | | I'd also note that as the poor tracking and high latency issues | have disappeared people have found they are comfortable with | radically wider ranges of artificial locomotion styles. | | At this point, in my opinion, the utter uselessness of any text | based applications (ie what people actually DO all day long) is | what is holding VR back. The resolution needs to scale up | fairly radically. | | This monitor may have better text results but its not clear | what the boundaries of it as a 3d display are as I haven't seen | a review from knowledgeable sources (Oliver Kreylos/ docok is | one of the people that I'd like to hear from). | outworlder wrote: | > artificial locomotion | | That's the biggest culprit. Some people even get nausea | without VR headsets. There was a presentation at the | California Academy of Sciences where the camera was panning | as if it was travelling. A few people nearly barfed. | | I wonder how much of it is training. Lots of people are ok | with flight simulators, or simulated cars, train rides, etc. | It's mostly when they think _they_ are moving that the | problem presents itself. | | > At this point, in my opinion, the utter uselessness of any | text based applications (ie what people actually DO all day | long) is what is holding VR back. | | In non-gaming scenarios, yes. Resolution could be better. | However, it is not so bad at all. You need bigger "displays" | in VR than what you would have in real life, but you can code | alright. | | I would personally prefer lighter, less intrusive devices, | even if the resolution was the same. | bsanr wrote: | These remind me of the holography exhibit at the MIT Museum. If | you haven't seen it before, I highly recommend it. For those of | us whose main experience with holographic images are the little | foil sticker on the backs of credit cards (and, increasingly, | whose main experience with the world more than 50 miles from our | homes is through a screen), it is mind-blowing. The detail and | visceral dimensionality struck me profoundly; they look as if | someone has cut out a piece of reality and copied it into another | space, frozen in that instant forevermore. | | (I recognize the irony of trying to illustrate this with a | Youtube video, but nevertheless: | https://youtu.be/LkpBYne7SlU?t=54 ; I wish that the one with a | man at his desk was viewable.) | | This looks to have the same effect, in full color, and animate- | able. Light field technology is truly amazing. | Udik wrote: | Cool, I have that 1984 issue of National Geographic with the | hologram on the cover! (At 0:53 in the video). I was fascinated | by it as a kid. | MivLives wrote: | I don't believe that exhibit is still in the museum. It wasn't | there when I was there in the fall. | | Still a fantastic museum to checkout. | Vanit wrote: | We got one of these in the office (much smaller) that we only | bring out for conventions. It's a nice conversation piece but | serves no practical purpose. | zelon88 wrote: | Is there anything on the market that will work with this out of | the box? | jacquesm wrote: | Depending on the sticker price this could be a game changer. | pvsukale3 wrote: | I guess this were Hollywood like holographic screen less display | start coming into reality. | itronitron wrote: | https://lookingglassfactory.com/product/8k | agys wrote: | The people at Marpi Studio did some interesting interactive demos | for the Looking Glass display: | | https://www.marpi.studio/artwork/ocean/algae-lux | | https://www.marpi.studio/artwork/ocean/algae-aux | mncharity wrote: | When some of those 45 perspectives don't go near any watching | eyes, do they still need to be rendered? If not, one might use | head/eye tracking to save computes. | fermienrico wrote: | It is difficult to predict how successful a technology will be | and how widely it will be adopted. | | Does anyone use their 3D glasses that used to ship with "3D TVs" | circa 2013? My Samsung TV came with a pair of active 3D glasses | that were collecting dust. On the other hand we've had adoption | of touch screens on handheld devices, it almost swooped the | entire mobile market between 2007-2012 after iPhone's | introduction. But the same thing didn't happen with Keyboard + | Mouse input on a desktop computer. Infact, the market just | exploded with new mechanical keyboard aficionados sometime around | 2010, I still remember hanging out on geekhack a decade ago and | now mechanical keyboards are everywhere. | | We've seen in the past and we will see this in the future - a | whole lotta focus on aesthetics, UI and presentation - i.e., cool | graphics in video games, touch screens, holographic displays like | the one in the article, AR/VR tech (magic leap?) without proper | attention to content will lead to nowhere. Probably just make | headlines. | | Another thing is that people don't take ergonomics into account. | Pretty much any sci-fi movie has people moving their arms about | to interact with content. That would never take off in real life. | Unfortunately, people like Elon Musk are hell bent on horrible | UI/UX depicted in their favorite sci-fi movies and shoehorning it | into Space craft (dragon capsule has all touch screen interface | with literally no buttons, checkout the Everyday Astronaut | channel's tour). Elon's vision about UI/UX is misguided through | movies, it is embarrassing. The giant touch screen panel in a | Tesla is the main reason I would never get one. I think he might | put this 8k Holographic display as an option, please don't tweet | him about it. | | Sci-fi movies are the cancer of design. It is the victorian | design equivalent of modern times, pure decoration. You can find | traces of it in professional equipment, this thing looks like it | was pulled from a space ship: https://images-na.ssl-images- | amazon.com/images/I/61cGhQ0begL... | anoraca wrote: | I am a big fan of 3D and still use my 3D TV. You can also view | 3D blu rays in VR. That generation of technology wasn't great | for a lot of people, or extended use, unfortunately. | nimazeighami wrote: | > Does anyone use their 3D glasses that used to ship with "3D | TVs" circa 2013? | | No, but I still do use them on my projector. It seems that 3D | became pretty popular with the home theater market, who buys | more expensive technology than average consumers. This is why | most good projectors these days still support 3D, while almost | all regular TV's do not. | wellthisisgreat wrote: | 3D glasses were really cool actually to experience CGI in. It | was actually possible to enjoy that content together in the | living room unlike VR content when you are expected to sit in | the same space with boxes on your head | tjohns wrote: | My Samsung 3D television was awesome for playing PC video games | on. The big downside was that playing PC games on a large | television wasn't the most ergonomic experience. (And for | movies, none of the streaming services offer 3D content.) | | I wish smaller 3D computer monitors had caught on. At least VR | headsets are still going strong and are even more immersive. | pkroll wrote: | Actually there's at least one streaming service that does 3D: | Vudu. | https://www.vudu.com/content/movies/movieslist?FEATURE=3D | | I have no experience with their 3d, only their HD (they call | it HDX because marketing) which is perfectly fine for a | streaming service. | nimazeighami wrote: | Unfortunately, not every device supports Vudu's 3D! | | The important ones, PS3 and PS4, do however. | anoraca wrote: | I have used Vudu for 3D streaming and it worked perfectly. | w-ll wrote: | Xfininty used to have 3d on demand as well. I have a 3d tv | from 2012 and love it. It also has an interesting feature | where it can interpolate 2d => 3d which depending on the | content works very well, or is a complete mess. | StillBored wrote: | They are both cool for short term use, but I've yet to see a | shutter glass/etc implementation that is synced well enough | to the screen and blocks 100% of the light to avoid ghosting. | | VR googles have their own issues, because the lenses never | seem to be perfectly in focus, and the resolution isn't high | enough directly into the glasses. | | In both cases you can choose to ignore the problems for a | while, but at least in my case the eye strain builds up | enough I doubt I could deal with it for even 4 hours a day on | a regular basis. | nimazeighami wrote: | > They are both cool for short term use, but I've yet to | see a shutter glass/etc implementation that is synced well | enough to the screen and blocks 100% of the light to avoid | ghosting. | | I've never seen this on a monitor/display either. But I | have an Epson projector from 2013/2014 that uses shutter | glasses and does block 100% of the opposite eyes image. | Because it's not a screen, it doesn't have to blank the | image between frames, it just completely stops sending | light from that frame. | ctdonath wrote: | That thing is the natural continuation of 1960's-era | oscilloscopes. Those steeped in the industry find it familiar. | | A bit puzzling that you criticize all from ancient knob | proliferation to a single large flat screen. Only alternative | is small screens with deep menus, it's own he11. | freeone3000 wrote: | What was wrong with every control having a dedicated button? | Yetanfou wrote: | https://upload.wikimedia.org/wikipedia/commons/2/2d/Iran_Ai | r... | | Nothing, as long as you have the space to put them | somewhere sensible. | adamweld wrote: | Modern oscilloscopes still are largely driven by buttons and | knobs. | toast0 wrote: | > Does anyone use their 3D glasses that used to ship with "3D | TVs" circa 2013? My Samsung TV came with a pair of active 3D | glasses that were collecting dust. On the other hand we've had | adoption of touch screens on handheld devices, it almost | swooped the entire mobile market between 2007-2012 after | iPhone's introduction. But the same thing didn't happen with | Keyboard + Mouse input on a desktop computer. Infact, the | market just exploded with new mechanical keyboard aficionados | sometime around 2010, I still remember hanging out on geekhack | a decade ago and now mechanical keyboards are everywhere. | | Glasses based 3D sucks. People who don't wear glasses don't | want to wear glasses and find them unconfortable. People who do | wear glasses don't want to wear two pairs of glasses and find | it uncomfortable. Active shutter glasses give some people | headaches from the flickering. If I could get perscription | lenses with polarization for my TV's passive 3d, I might play | with it... But I watched like one 3d blu-ray with the glasses | and that's good enough for me. This display looks interesting | because the viewer doesn't have to wear anything, but we'll | see. | | Touchscreens on mobile works because it's cheaper to build than | a number pad, and way cheaper than a keyboard, it's cheaper to | extend the touch screen so they don't use any real buttons on | the front of most androids. The flexibility is helpful for text | input. | | A basic keyboard for a computer is $10 at retail because there | is no size constraint making things expensive. Even a $10 | keyboard has better user feedback than a touchscreen, but a | computer sized touchscreen is going to cost more than $10. | Plus, ergonomics. Touchpads could overtake mice, maybe, but | desktop is being vastly overtaken by mobile, so it barely | matters. | jonny_eh wrote: | > Touchscreens on mobile works because it's cheaper to build | than a number pad, and way cheaper than a keyboard, it's | cheaper to extend the touch screen so they don't use any real | buttons on the front of most androids. The flexibility is | helpful for text input. | | Consumers didn't flock to a more expensive phone (the iPhone | in 2007) because it was cheaper to make (it wasn't). They did | so because the touchscreen enabled new forms of interaction | not yet possible, enabling full-screen games, photo | viewing/shooting, and web browsing to name a few. | toast0 wrote: | It was cheaper to make the iPhone with a touch screen, than | it would have been to make it with a slide out keyboard. | While the iPhone has a big market share in the US and a few | other high income countries, touchscreen phones have taken | over in almost all markets, even inexpensive phones, | because they're cheaper to make, if you've already got a | large enough screen and a fast enough processor in the | phone for other reasons. You can still make a cost | constrained phone where buttons is a better choice, but a | cost constrained android isn't that much more expensive in | absolute dollars, and provides so much more functionality | so it only makes sense for the most cost constrained | buyers, or those who eschew a smartphone for other reasons. | cptskippy wrote: | > The giant touch screen panel in a Tesla is the main reason I | would never get one. | | For me, the interesting part about owing a Tesla is the | realization of just how badly designed traditional cars are. | Dedicated tactile controls are better in an automotive context | for fiddling while driving, and the Model 3 implements almost | everything necessary while driving as physical controls. | | The two things that I fiddle with while driving that don't have | physical controls are the stereo and windshield wipers. The | stereo has a physical volume and tracking controls, I don't | think a physical interface for any other part of the stereo | would be much better than the touch screen. Windshield wipers | should have a physical interface, in the Model 3's auto mode is | great 99% of the time but when it isn't it's too hard to | manually adjust and when you need to adjust wipers is precisely | the wrong time to be fiddling. | adamweld wrote: | I don't know, I think the controls [0] on my car (VW Golf | 2017, <20k new) are pretty close to perfection. | | Physical buttons or dials for everything except for | infotainment settings, but minimal with no clutter. Steering | wheel input for cruise control/audio/wipers and the heads up | display, while the climate controls are dead simple and easy | to work without looking down. Infotainment has both touch and | a context sensitive dial. Everything is grouped contextually | and I never have to look away from the road. | | I was especially impressed that a single dial (left, next to | the lights) dims _every_ light in the entire cabin to the | same brightness, across many different subsystems. Great | design shields the driver from the complexity of the system. | | [0]: https://i.imgur.com/wiqfh1w.jpg | fermienrico wrote: | That's a beautiful UI for a car, I also love BMWs (E90-F30) | models before the latest 2019 redesign. 2012-2019 BMW 3 | series is a perfection in UI design IMO. | microtherion wrote: | Over the last couple of years, I found the combination of | physical controls for driving-essential functions and voice | control (e.g. CarPlay; I don't like the manufacturer | solutions as much) for convenience functions quite effective. | fermienrico wrote: | I actually want every single thing as a button, knob, slider | or a toggle. All 80 of them. I understand that I am in the | minority, just stating my personal opinion. | zitterbewegung wrote: | All of your examples seem to indicate products marketed to the | consumer where it seems like Looking Glass is targeting the | enterprise. | | Google Glass sort of failed in the consumer sense but | eventually has some adoption in the Enterprise space. | fermienrico wrote: | I work in high volume manufacturing factory. AR has literally | become the buzzword cliche that keeps popping up over and | over. | | I have serious doubts about AR use in things like assembly | instructions. Turns out, it is probably ok for training but | if you do a task 30 times, your brain develops a memory for | how to do it and you don't need to wear AR glasses. For | maintenance techs, which is how Google Glass is marketed, it | is too much of a hassle to put on the glasses, have a | software team write the application and maintain it and then | after spending $200k on this boondoggle AR project, what is | the ROI? I really don't see it as of any value... maybe there | is a positive ROI for airplane maintenance. | | I am really not convinced. It looks like a solution in search | of a problem. Are there any AR goggles used in manufacturing | industry on a mass scale? | fxtentacle wrote: | A friend of mine is developing | https://www.firefightervr.de/ and they seem to be doing | quite well using VR for training. | fermienrico wrote: | I can see why this would be useful than reading a 400 | page instructions. This is _simulation_ and it adds value | during training. | | As I said, there are edge cases where AR/VR makes a lot | of sense. HUDs in fighter jets for example are | tremendously useful. But my complain is mostly about | people wanting to jam some new tech in, take on a lot of | tech debt, spend $$$ in a fortune 500 company only to | find that there is no real problem to be solved. | | Should we spend $120k consulting with a software company | to develop an iPad based checklist? Not to mention yearly | maintenance of that codebase. Printed paper + pen works | just fine in 90% of the cases for 99.99% less cost! You | have to ask - how many people are going through this "old | school" paper trail? 100? 1000? 10 million? I've seen AR | in manufacturing roadmap slides where there are like 13 | workers and they are all with 25+ years of experience and | the management wants to do their AR boondoggle. | Frustrating. | kevin_thibedeau wrote: | Glass was never a consumer product. It was only publicly | released as a dev kit. | oarabbus_ wrote: | >Another thing is that people don't take ergonomics into | account. Pretty much any sci-fi movie has people moving their | arms about to interact with content. That would never take off | in real life. | | Why do you believe this to be the case? I've been having a | blast with the (fully wireless) Oculus Quest, especially games | like Racket NX which involve constant swinging of arms (you're | playing tennis, basically). | Robotbeat wrote: | I think people haven't really updated their opinion of VR | since the Quest came on the scene. VR will almost certainly | never be as big as Mobile is now. But the Quest is a | fantastic experience and lives well past the point where VR | novelty has worn off. It's the social experience and | portability that does it. Sports, as you say, in particular | are good here. I've been playing Echo Arena for a few weeks, | now, and far from the novelty wearing off, I'm actually | enjoying it more and more. Maybe it has something to do with | the sense of presence and--dare I say--intimacy you get | playing a multiplayer contact team sport when we're all | supposed to be self-isolating. | | The main, enduring dimension VR adds to gaming IMHO is | physical exertion (and this aspect is only really engaging | with a standing experience... and then only enjoyable if | wireless). I feel much better physically after the light | exercise of half an hour of Quest gaming than I do after half | an hour playing some PC first person shooter. | etaioinshrdlu wrote: | Apparently this is not even an actual hologram, it is a LCD or | OLED with a linear lenticular lens attached. Big difference! | TheOtherHobbes wrote: | Actual no-compromise panel-sized laser-bending holography is | far beyond current tech. You need micrometer resolutions - | think 5k dpi as a blurry bare minimum, and more like 50k dpi | for high quality output - combined with 3D rendering at that | resolution, passed through a holographic transform which maps a | 3D scene to a holographic plane. | | For animated holograms you have to do this in real time. And | colour is still a problem - ideally you want at least three | different planes for RGB, all correlated with sub-micron | accuracy. | | Shortcuts are possible - actually with stereoscopic 3D TVs and | monitors they've been and gone - but the real thing won't be | happening any time soon. | | 3D-like emulations - like this product - are much more | plausible in the short term. | slg wrote: | I was reading the article trying to guess the price of this | thing. I was thinking $20k before I got to the last paragraph | which mentions the price is quote only. I assume that means I was | very low on my guess, but then I checked the website and they | have 15 inch dev kits for as low as $3k, so I have no idea. | Anyone have a rough ballpark for what this would cost? | Cerium wrote: | If they could do $20k for the display, I would expect to see | some usage (as their marketing materials state) in medical | devices. Displays targeted for medical devices can be | surprisingly expensive, Glasses 3d monitors, such as those used | on upcoming surgical robots, are getting purchased around $12k | from what I hear. | bane wrote: | IIR, the prototype was surprisingly reasonably priced. I would | guess that this display would be less than one might expect. | arthurcolle wrote: | What was the prototype priced at? | colechristensen wrote: | I wish they wouldn't call it _holographic_ because it seems like | it has nothing to do with what are traditionally called holograms | which involve using interference patterns, diffraction, and | coherent light to record and reproduce light field information | into and from a 2d medium. | | What this appears to be is recording pseudo-light felid with thin | strips of vertical prisms or lenses with many vertical strips per | micro-lens so that you get depth from the horizontal but not | vertical perspective (tilting the display up and down won't | change the image, but panning left and right will) | scrumbledober wrote: | Is this the technology being used on Disneyland's smugglers run | ride? I remember moving my head around and the 3d perspective | following my viewpoint, but my Google Fu at the time could only | find articles about the real-time rendering used on the screens. | Vysero wrote: | Send it to me, let me try it out. If I break it I will buy it and | if I like it I will buy it, but your crappy commercial isn't a | sell. ___________________________________________________________________ (page generated 2020-05-26 23:00 UTC)